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strange scaling/distortion & rotation of 3D objects. Does anyone understand this?

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  • strange scaling/distortion & rotation of 3D objects. Does anyone understand this?

    Hi,
    I've been working on a break down of the collision files used in F-Zero GX.
    But I have discovered something that I don't understand... It has something to do with the size/rotation/position/scaling of 3D objects. But it's really odd!
    Well, the position and size is normally handled as like as in any 3D game.
    But there are more values related to one object..:

    XXXXXXXX 3F800000 00000000 00000000
    00000000 00000000 3F800000 00000000
    00000000 00000000 00000000 3F800000
    00000000 XXXXXXXX XXXXXXXX XXXXXXXX


    Size (all normal)
    Position (normal, too)
    strange distortion/rotation/twist...

    Here are a few images of distorted objects:






    Is anyone here common with this? and is this somewhere documented?
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  • #2
    Possibly Pitch, Roll, and Yaw? Example:





    Also, I would not be surprised if there were a twist or bend attribute associated with each object, as it would be very useful for the developer to manipulate said object's appearance during the gameplay.
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    • #3
      I'm not talking about the usual pitch/yaw/roll allignments/movements you would probably know from other 3D games, 3D modelling or as shown in the image.

      Well, I have taken some screenshots of a building messing around with these values:

      the building at its default appearance:


      first distortion right next to the first size modifier (concerning to the x-axis):


      more distortions:





      XXXXXXXX 40316287 00000000 3F92F350
      C2EAEA4B 00000000 40400000 00000000
      42B40000 BF92F350 00000000 40316287
      42DE0000 XXXXXXXX XXXXXXXX XXXXXXXX


      Size (normal)
      Position (normal)
      Size2 (?)
      Distortion

      I think it's used to twist the object or to rotate it but keep the horizontal vertexes parallel. But I'm not so sure..
      I hope there's someone being common with this
      Last edited by CosmoCortney; 02-28-2015, 11:13:14 AM.
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      • #4
        It's a 4d matrix (?). Holds scale, rotation, and position. The format is very strange to me but what you're describing is how one works. But I could be wrong.

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